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Mwo Spawns Are Atrocious


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#1 Yaco_

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Posted 02 June 2025 - 04:50 PM

Honestly how are the spawns still so bad after all these years.

Its literally luck wether you get to have fun or not in an assault because the game can just spawn you away from your team, and your lancemates just run off, meaning you are instantly alone as soon as you start the game, great design!

Not only this but you now have to choose to go the safe and long route which puts you at massive risk to lights, or you have to risk walking across enemy line of fire just to catch up to your team.

Basically thanks to the spawn locations, you are completely screwed simply for choosing to play a slower mech.

#2 LordNothing

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Posted 02 June 2025 - 05:51 PM

the problem with spawns in mwo is everyone knows where they are.

#3 Ilfi

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Posted 02 June 2025 - 08:26 PM

That's the risk you take, and the price you pay, by sacrificing speed for even more weapons and armor. My advice, don't pilot Mechs below 55 kph unless you've perfectly memorized exactly the fastest path from spawn to your team's side of the combat focal* point. The spots don't change.

Edited by Ilfi, 02 June 2025 - 08:27 PM.


#4 Saved By The Bell

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Posted 02 June 2025 - 11:22 PM

Just learn, what to do and where to hide, if you slow.

#5 An6ryMan69

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Posted 03 June 2025 - 04:28 PM

The spawns do suck. Having drop points where you know a lance is subject to a fast rush from the enemy is brutal - its not like you can pick NOT to be dropped there.

Why not just have one drop point per team, at completely opposite ends of the map, where a fast rush is impossible, and each team always has time to organize a strategy...not just "....get the hell out of here, hopefully before we get shot in the back..."

#6 fxd3

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Posted 03 June 2025 - 11:20 PM

A good team usually has a light stay back as an escort. I`ve done this several times when needed. Actually was thanked once for it.

#7 VeeOt Dragon

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Posted 04 June 2025 - 10:43 AM

yeah the locations have always sort of sucked on a number of maps. though it has been exacerbated by the merging of groups into QP. before the game tried to group lances by weight class (at least thats how i remember it) so the lighter lance would be the farthest away. trouble is when they merged the ques they had to throw out that part of the spawn calculation. hell one of my more recent matches i got stuck in the far left spawn on Mining Collective with 3 light mechs (i was in my King Crab Kaiju). it was certainly a frustrating match for sure. not sure if we won or lost as i was taken out rather early and just left the match after (its very likely the team lost as they were pretty badly scattered.)

Edited by VeeOt Dragon, 04 June 2025 - 10:43 AM.


#8 Ttly

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Posted 04 June 2025 - 01:26 PM

"Far left spawn on Mining" doesn't really mean much when it's a north/south map with east/west spawn with the big east/west difference only being the center platform not having buildings on one of the side.

I'd have to assume you got the northwest spawn, by "left spawn" since the north side is usually neglected except by the northeast/east spawn fast movers getting in some cheeky hits on the west spawn players that are trying to converge to the south side on QP.

Anyway, this whole "left/right" language really needs to go.
On some maps "going right/NASCAR" does lead to the decent map positions.

Edited by Ttly, 04 June 2025 - 01:31 PM.


#9 Mad Mech

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Posted 04 June 2025 - 05:18 PM

View PostLordNothing, on 02 June 2025 - 05:51 PM, said:

the problem with spawns in mwo is everyone knows where they are.


That's an easy fix.

1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.

Happy hunting

#10 KursedVixen

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Posted 04 June 2025 - 06:00 PM

View PostMad Mech, on 04 June 2025 - 05:18 PM, said:


That's an easy fix.

1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.

Happy hunting
The dropship thing is actually fairly new, you use to just be on the ground.....

#11 LordNothing

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Posted 04 June 2025 - 06:43 PM

View PostMad Mech, on 04 June 2025 - 05:18 PM, said:


That's an easy fix.

1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.

Happy hunting


thats why i like the idea of random spawns on procedural maps. no more home field advantage. every map is a new seed. mwo will never had that (maybe mwo2), but your idea is a lot easier to implement.

#12 KursedVixen

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Posted 04 June 2025 - 07:41 PM

View PostLordNothing, on 04 June 2025 - 06:43 PM, said:

thats why i like the idea of random spawns on procedural maps. no more home field advantage. every map is a new seed. mwo will never had that (maybe mwo2), but your idea is a lot easier to implement.
simply randomizing the spawn points between set ones could fix this, but since it's a team game there would need to be 2 3 spawns per map chosen per team..

#13 Moldur

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Posted 05 June 2025 - 06:46 AM

Yup.

Pick a year, the archetypal bad match still plays the same. Team rotates away from heaviest lance, is down by 3 mechs by the first earnest engagement. Everyone except the assaults are befuddled as to why the assault lance didn't pull any sled on the scoreboard.

This does make for one of my favorite turn arounds though, where despite being left for dead as an assault, you make it to the fight and come out on top, revenge smacking all the guys that stripped the first 30% of your armor while you were helplessly catching up. It gives a very big, "I lived, *****" vibe.

Edited by Moldur, 05 June 2025 - 06:47 AM.


#14 Mad Mech

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Posted 05 June 2025 - 10:48 AM

View PostMad Mech, on 04 June 2025 - 05:18 PM, said:


That's an easy fix.

1) Create multiple spawn locations for each team.
2) When a match begins, the system randomly selects 2 spawns, then places each team at each spawn (no splitting up teams).
3) Remove the "drop ship" animation, so neither team can see the other's relative location.


View PostLordNothing, on 04 June 2025 - 06:43 PM, said:

thats why i like the idea of random spawns on procedural maps. no more home field advantage. every map is a new seed. mwo will never had that (maybe mwo2), but your idea is a lot easier to implement.


View PostKursedVixen, on 04 June 2025 - 07:41 PM, said:

simply randomizing the spawn points between set ones could fix this, but since it's a team game there would need to be 2 3 spawns per map chosen per team..


This is exactly what we did in Project Reality (a Battlefied 2 mod). We created about 5 spawns for each team (total of 10) possible start locations. Some devs originally scoffed at the idea; even said it was impossible. But it was super easy to implement.

Randomized spawns made gameplay 100x better:
- reduced/eliminated Nascar rotation, since you didn't immediatley know which way to go
- gave purpose to scouts, especially in the beginning
- created refreshing randomess to otherwise static maps. The unpredicitbility made every round unique.

This is something MWO devs could probably implement, and it would cost virtually nothing. Huge bang-for-the-buck.

Hopefully the devs see this... or maybe it deserves a post in the suggestion form section? (if anyone actually reads it.. dunno)

Edited by Mad Mech, 05 June 2025 - 10:49 AM.


#15 LordNothing

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Posted 05 June 2025 - 04:34 PM

when a dev says impossible, its usually just lazyness. that or their boss wants you to work on something irrelevant to gameplay, like monetization.

though in pgi's case there are no devs, and they only pull an engineer (i used to hate this term then i realized "like in trains" should be tacked on the end. real engineers use math) of clans dlc when they want to do a mechpack.

Edited by LordNothing, 05 June 2025 - 04:39 PM.


#16 LordNothing

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Posted 05 June 2025 - 04:45 PM

View PostKursedVixen, on 04 June 2025 - 07:41 PM, said:

simply randomizing the spawn points between set ones could fix this, but since it's a team game there would need to be 2 3 spawns per map chosen per team..


i only mention it as a concept for mwo2, should that ever exist, and considering mw5 has the framework to do that, they just have to update to the new engine and make it multiplayer.

when scouting was a thing you had to cap beacons and the problem with that was they were always in the same spots but which ones were random, also escort had like 3 different paths withone chosen randomly. eventually you learn all the spawns and figure out which one from a little deduction. i have a feeling instead of nascar what you will see happen is going from one memorized spawn to the next in counter clockwise fashion and you end up with nascar with extra steps. its better than what we have though.





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